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| plaguewraith02-08-08, 02:04 PM | Zorins Zorins resulted from the magical experiment from a culmination of crazed arcanists to create a perfect, magically-attuned creature. The experiment backfired, causing a massive explosion that killed the arcanists, the only thing left behind were thousands of black and white pools of essence that formed into the zorin and zshar. Personality: Zorins have a natural affinity to magic of all kinds, particularly arcane magic. They tend to be enigmatic and rapid thinking resulting in their increased tendency towards magic. When a zorin commits to a task, it has his full concentration making them more capable of close quarters casting. Physical Description: A typical zorin stands 5ft to 6ft-10in and weigh anywhere from 135 to 200 pounds. Zorin heads are distinctly insectoid, with a mandible-like lower jaw that can seal and allow them to speak. Also, all zorins have an extremely long and prehensile tongue tipped with a hollow stinger. Zorin skin is a deep crimson striped with blue. There are pits under all zorins eyes that can read movements. At will, a zorin can produce plates of hardened secretions to form an armor. Zorins cannot wear armor as their shape is more exaggerated and doesn’t fit the normal mold of armor. Zorins are considered adults at the age of 200 and generally live for several millennia. The longest recorded life span of a zorin is 5,967 years. Relations: Elves share the zorins’ natural affinity for magic and get along well with the zorin once they get past their strange appearance. Dwarves find them strange and often mistake them for “lesser” beings. Most other races are either indifferent or have never even heard of zorin before. Still, a zorin can change someone’s opinion on him in a matter of minutes. Alignment: Zorin have no alignment tendency, not even towards neutrality. Zorins are as varied as humans and run the same spectrum as any human. Zorin Lands: Zorin are the only race, other than humans, that can and do live in any environment. Most zorin settlements are similar to human settlements, although a bit more intricate. Zorins freely travel between human, elven, and zorin lands. Religion: Zorins believe in and worship an entity called The Collective. The Collective is not a deity, but clerics can follow its path and can choose the magic, knowledge, war, or healing domain. Zorins are usually mild in their piety. Language: Zorins can speak an ancient magical language, similar to draconic, called Caniss. Most also learn draconic on a regular basis. Adventurers: Zorins usually adventure to expand their arcane repertoire or are soldiers on order to find certain objects of power. Most zorin accrue, at least, a slight knowledge of magic in their travels. Zorin Racial Traits +2 Int, +2 Cha, -2 Str, -2 Con: Zorin are naturally cunning and persuasive, but rarely train their body for melee combat. Humanoid(aberrant): Although they share much in common with aberrations, zorin are still considered humanoids. Medium: As medium creatures, zorin have no special bonuses or penalties due to size. Base Land Speed: 30ft Superior Low-Light Vision: A zorin can see 4 times as well as a human in poor lighting conditions. Zorin retain their ability to distinguish color and detail under these conditions. Weapon Familiarity: Zorin treat the spiked chain as a martial weapon. Armor Restriction: Zorin cannot wear armor, there form does not support armor and makes it impossible for them to even get custom armor made for themselves. +2 racial bonus on Will saves: A zorins natural affinity for magic makes it easier for them to resist its effects. +2 racial bonus on Spot and Search checks: Zorin have keen eyesight. Automatic Languages: Common, Caniss, and Elven Bonus Languages: Any Spell-Like Abilities: at will - prestidigitation. A zorin with an Int or Cha score of at least 10 also has the following spell-like abilities: 1/day - dancing lights, ghost sound, detect magic, read magic, and mage hand. A zorin with an Int and Cha score of at least 10 can use his spell-like abilities with a daily limit 2/day. CL 1st; save DC 10 + the zorin’s Cha or Int mod (chosen at creation) + the spell’s level. Favored Class: Warmage Zorin Armor: Zorin can produce an alchemical substance that hardens when exposed to air, this creates armor-like plates over the zorin’s skin. This grants a +1 armor bonus to his AC. The bonus increases by 1 for every 5 level a zorin has, to a maximum of +5 at 20th level. This armor imposes a -2 armor check penalty but otherwise has no negative effects on the zorin that created it. Shedding or creating zorin armor is a swift action. Zshar Zshar were created at the same time as the zorin and hold many similarities. Zshar emerged from the white pools of essence that resulted from the explosion and tend towards divine magic rather than arcane magic. Personality: Zshar are very perceptive and will often point out what other people miss, this is often annoying to other races except the zorin who find their insight helpful. The magical process that created the zshar left them far more adapted to social interaction than the zorin. Physical Description: Zshar have the same height as the average zorin but are almost 50 pounds heavier on average. They have a shelled back that hides beetle-like wings. They also have a set of claws on their primary hand. Zshar are usually pale and striped with dark colors, usually purples and reds. A zshar’s blood is thick and allows them to become stable as soon as they drop below 0 hit points. Zshar are considered adults at the age of 190 and generally live for several millennia. The longest recorded life span of a zshar is 4,682 years. Relations: Zshar get along well with wild elves, dwarves, and gnomes. They are decidedly under appreciative of human civilizations but find that human innovation makes up for this. Alignment: Zshar are similarly tendent towards no particular alignment. Zshar Lands: Zshar freely live among zorin communities, which are commonly built in equal parts by both races. Zshar are commonly found in dwarven or gnome communities. Religion: Zshar also typically worship The Collective. Zshar are more pious than most other races. Typically, a zshar will devote to an ideal more than any deity. Language: Zshar speak the same languages commonly taught to the zorin, they also learn celestial, infernal, or abyssal. Adventurers: Most zshar travel as a way of demonstrating the power of divine magic and learn divine lore. Many try to advance faster through their travels with the aid of divine magic. Zshar Racial Traits +2 Wis, +2 Cha, -2 Con: Zshar are naturally perceptive and persuasive, but don’t have the resilience of other races. Humanoid(aberrant): Although they share much in common with aberrations, zshar are still considered humanoids. Medium: As medium creatures, zorin have no special bonuses or penalties due to size. Base Land Speed: 30ft Low-Light Vision: A zshar can see twice as well as a human in poor lighting conditions. Zshar retain their ability to distinguish color and detail under these conditions. Weapon Proficiency: Zshar receive the Martial Weapon Proficiency feats for the short sword, scimitar, and shortbow. +2 racial bonus on Heal and Survival checks: Zshar are natural healers and survivors. Zshar always treat Heal as a class skill. +1 caster level on spells of the conjuration(healing) school: zshar are adept at healing and manipulating healing magic. Automatic Languages: Common, Caniss, and Dwarven Bonus Languages: Any Spell-Like Abilities: at will - prestidigitation. A zshar with a Wis or Cha score of at least 10 also has the following spell-like abilities: 1/day - dancing lights, ghost sound, detect magic, read magic, and cure minor wounds. A zshar with a Wis and Cha score of at least 10 can use his spell-like abilities with a daily limit 2/day. CL 1st; save DC 10 + the zshar’s Cha or Wis mod (chosen at creation) + the spell’s level. Favored Class: Cleric Wings: A zshar has large insectile wings that grant him a +4 bonus on Jump checks and makes him capable of making a long jump without a running start. These wings can also be used to make a concentrated drone that is lightly distracting, a zshar can force 1 spellcaster (or any character that can be distracted from a task as if casting a spell) to make a Concentration check of 10 + half the zshar’s character level + the zshar’s Cha or Wis mod (chosen at creation). |